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Eyeblink

This is an electronic warfare ship that serves as a backup commandship (Though not a flagship) built in YE 32

About the Ship

Grunder produced the ship because his combat style required taking down enemy commanders quickly. He needed a ship capable of detecting, disabling, then destroying (or at least seriously damaging) enemy command ships. This experimental ship, eyeblink, is the product of that desire. It's mostly equipped with missiles because it's shields and sensors and engines have such a high energy requirement.

Key Features

This ship is designed for high level electronic warfare more then actual combat. It stays to the edge of the battlefield and does it's thing

Mission Specialization

  • Electronic warfare
  • Command Relay ship

Appearance

This ship is built around a single, centrally located transmission spar, and several sensor suites. It looks a bit like a cylindrical eyeball.

History and Background

Grunder's pets built the ship for him to serve as an electronics warfare ship, and a sniper ship. It sits outside of battle providing incredibly accurate supporting fire, and quality tactical displays as well as attempting to hack vulnerable enemy ships

Statistics and Performance

General

Class: EX
Type: Small Escort
Designers: Grunder's pets and Mishu
Year of Creation: YE 32
Manufacturer: NMX/Grunder
Production: 1
Fielded by: Mishu

Passengers

Crew: 20 operators are recommended, 1 is required.
Maximum Capacity: There are accommodations for 25 people. About 30 people can fit aboard in an emergency, but the ship would be extremely cramped.

Dimensions

Length: 164.32 meters
Width: 59.64 meters
Height: 67.5 meters
Decks: 7

Propulsion and Range

Continuum Distortion Drive: 0.75 ly/m
Hyperspace Fold Drive: 18,750c
Sublight Engines: 0.375c with a boosting system
Range: 1-2 months before resupply in emergency situation. 1-2 weeks outside of emergency
Lifespan:
Refit Cycle: Every eight months

Damage Capacity

See Damage Rating for an explanation of the damage system.

  • Hull: 15
  • Shields: 15 (Threshold 3)

Inside the Ship

Deck Layout

The sensor suit and bridge take up the entire top deck, the hacking stations and com suit take up the second deck. The third deck contains the quarters, the mess, and the maintenance area. These areas all open into one another, and there are ladders from the sensor suit to both the com and hacking areas. Also ladders from the bridge to the com suit and hacking station.

Compartment Layouts

Passageways

There are no hallways in this cramped ship design. Instead each room opens into a few other rooms, and people must walk through the rooms to get to other ones

Quarters

The quarters are nothing special, and the captain sleeps with the crew

Medical

There's a small automated medical station for minor injuries.

Cafeteria

The cafeteria and cooking area are small, and utilitarian.

Engineering

The engineering component is tiny, and barely suitable for maintaining the ship.

Com stations

Third largest portion of the ship, the com stations are best staffed with multiple crew members who serve as switchboard operators and data relays.

Sensor suite

Should be staffed by many crew members, the sensor suit keeps the ship up to date on the battle with a collection of incredibly powerful sensors and real-time data displays.

Hacking stations

The largest portion of the ship, the hacking stations are designed to make use of any enhancements the crew here might have, especially SPINE systems. The hacking system is complex, and can broadcast on many channels, as well as interface with an opposing ship through direct link-up. They're also responsible for producing Electronic Warefare

Ship Systems

Armored Hull and Hull Integrated Systems

The eyeblink uses Model 31 Ship Armor

Computers and Electronics

The computers and electronics are incredibly sophisticated, with Elysian biotech, a Mihu brain-slave, and Neplesian and Yamatian AI systems linked seamlessly together to form an incredibly powerful and adaptable computer system. While the system is effective and complex the ship has a major electronic issue: Power consumption. The ship's generator barely produces enough power for all of the ship's requirements, ranging from shielding, to broadcast, to simply powering all of the complex programs the ship runs. There's not enough power to spare in order to equip energy weapons. Because of that, all of the weapons on the ship are missile based.

Emergency Systems

There are five escape pods that can each hold about five people comfortably. There's also a large set of batteries near the center of the ship to provide power if the generator is damaged. The ship has cloaking, and anti-anti-FLT fields.

Life Support Systems

The life support systems function off of chemical recycling and bottled air/bottled water. The ship is not designed to go more then a month without resupply, and idealy should be getting resupplied every week.

Power Systems

The Eyeblink uses a Model 29 Aether Generator and numerous Model 31 Radiator Spines

Propulsion

This ship utilities three high end Model 31 Aether Plasma Drive engines for quick escapes.

Shield Systems

The Eyeblink uses a Model 30 Shield Suite.

Weapons Systems

  • Primary weapon is hacking, damage is variable.
  • Anti-Fighter missiles: 100 in stock, 3 launchers, DR 2
  • Point defense missiles: 6 launchers, 2000 in stock, DR 1

Vehicle Complement

Shuttles

Only escape pods

 

nmx/eyeblink.txt · Last modified: 2012/08/27 16:53 (external edit)
 


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